Grunker
RPG Codex Ghost
Would love to but can't test this ATM. Congrats on the demo though
?sea said:(if it's not live yet, give it a bit - my poor connection isn't so fast at uploading)
Working on it. I could make the bars themselves interactive (right now it's just static geometry with an invisible box in front that you click on), but that would require I re-render the lightmaps, make changes to the map and mess with files to include interactive bars... plus due to the way the conversation system works it can lead to all sorts of nasty issues like the bars moving around during/after dialogue.Where you click to enter the sewer entrance feels a bit off, I clicked naturally on the bars, around the bars, but the place to click is slightly infront of the sewer entrance and it took me a minute to find the right place, it just felt a bit off.
Gameplay and story segregation. Maybe I'll remove her store? Unfortunately there's no way to limit merchants' gold supply. But yeah, I get it.When doing Paid Protection(If I recall the name correctly), it was weird that you could just sell stuff to the npc in order to gain the money needed to pay it for them. Sort of like 'Well I don't have the money to pay, please pay it for me.. But I'll pay you twice as much as I need for the protection money and save my life in order to buy your random crap'(badly paraphrased of course)
To be honest the map isn't meant to resemble the layout of the city as I picture it "in my head" at all - I actually just took a standard highway map and edited it in Photoshop. Yeah, I'm lazy, but I don't have crazy graphic arts skills like Surf Solar here and it was "close enough" for me. At this point I don't know if I can change it.(map stuff)
Weird, I'll look into it. As I said sometimes conversation stages can move people around weirdly, might be that. I never noticed that bug when I played though.Carson in the jail was clipping through his cell bars when I was bringing the key to free him.
Bahaha. Unfortunately I don't know if I can fix that, probably just related to the way the creature is set up by default, i.e. the same dog probably does the same thing in the base game. Still, it's possible I gave the dog a non-functional animation (pretty sure there's a "dog asleep" one but it might be broken) so I'll look into that and see if the problem goes away.A random dog in the market district didn't have any clipping, which did mean I could place my dwarf in such a stance to appear as if I had dog cavalry.
No idea. That's probably the game engine at fault, sorry you had an issue though. Dragon Age is not 100% stable even as of the latest patch, although usually problems only show up after playing for several hours.I've experienced one crash, which was right at the start as I opened my inventory for the first time. I've got no idea what caused it, since when I reloaded the game I had no difficulty with opening the inventory at the same area.
Thanks! Wasn't sure if my writing could sell it so well, guess it did.I noticed a couple of moments where it felt like c&c would matter(which I'm going to fix out when I play through it again), and it did feel like a lot of my choices had consequences(maybe about half?), enough to make me feel like every choice I made did something, even if it appeared not to at all; this made me pause a lot before deciding a which option to pick, whereas normally I would have not paid much attention to whatever 'choice' the dialogue was giving me. Here it felt like it could matter, even if it appeared it wouldn't have.
An example of this is the two drunken mercs in the tavern that had what appeared to be three or four ways to deal with them, the choice I picked was a test of strength(which seemed to have two checks of some kind) that I won, I came across them later in my playthrough, and not only were they still alive(I'm assuming attempting to kill them would have ended up with them just dying), but I had gained their respect: That seemed to imply that I could have done the peaceful option, but not have gained their respect. Whether or not that's true, I'm going to have to find out, but that's my point; even a choice that didn't seem all that important to me at the time has got me wondering about it, and given me a desire to actually find out what would happen if I did something differently.
Thanks! A lot of it needs polishing up and revision, and unfortunately voice acting is not really something that I can do - I'm not a good fiction writer so I'm glad it comes off okay.The dialogue on the whole seems more decent then the actual DA:O campaign(from what I remember anyway).
Any specific examples? I might work a bit more on that angle if you like that. The running theme of the mod is basically about capitalism - no half-baked philosophy, but the city itself is largely built on free enterprise and I wanted to give it a feel that everyone's ultimately out for themselves in the end.I felt general distrust towards my party, not dislike, just distrust. Even though the reasons to distrust them were mostly subtle at best, whether or not this paranoia about them is justified I don't know, but it felt much nicer than painfully clear 'I'm-evil-don't-trust-me' or 'I've-just-met-you-so-we're-bffs' kinds of party members. They weren't there 'cause of any sense of friendship outta no where, but it felt like they were there because it simply suited them for reasons that might or might not be harmful to you. I might be talking out of my ass though.
I'm adding more of this stuff as it goes, right now I'm trying to focus on getting the actual story arc done, then I'll put in more "flavour" stuff like this.I liked how it seemed like my race was important, though I was slightly worried that it was being noted too much, this might have been because of the size of the mod thus far though. I really did like when it was used to flatter me to try and get me to do something.
Thanks a lot for your help. The minimaps are done by generating them in-engine and then editing in Photoshop (adding paper texture, tracing over them etc.), and the city map was done based on a real map image I found.sea, does the engine/game draw that map directly ingame, or does it use some pre-generated image? If it is the latter, send them over to me, I (or others too) could make it look a bit smoother, there are quite a few rough edges.
I won't get mad if you pirate the game, it's okay. :p But thanks, I appreciate it. I *might* have an updated version with some of the changes listed above by then.[/quote]As for your mod, I would really like to try it out, but I dont have a copy of DA:O here right now. I wanted to buy the PC version anyway, it wasn't that much of a bad game and I haven't tried out the expansion yet. So, next week I can give some feedback!